SC has a lot of opportunities to make for a more dynamic gamespace:
Currently we have each system divided into rough geographic 'zones' (shipping lane, deep space etc). Develop this further!
Shipping lane zones that are well patrolled between the nav point and stations. Response time is almost instantaneous and brutal, and authority ships will pull you over for inspections (refusal to 'pull over' leads to a fine).
No fly zones are areas that are off limits to all traffic and are represented in the HUD like spherical planet bounds. Entering them triggers a wing of navy ships that will attempt to interdict you, and you will receive a warning like trespassing on surfaces. If you are being pursued by security you can hide in a lawless or hazardous zone to throw them off (see below).
War zones are similar to no-fly zones, except that within them it is anarchy with no security. CZs spawn within these areas, and that killing is not punished. Any kills in SC here legally count toward mission goals.
Deep space areas are defined as a sphere based on the outermost planets orbit. Deep space is policed but security response times are based on distance as well as sec level.
Lawless zones appear around areas that are hard to police (such as asteroid belts) stations in anarchy, or asteroid belts / dust clouds. Flying into them blocks you from radar (ideal for smugglers or traders, although a calculated risk).
Hazardous zones appear around areas that have natural hazards- unstable star classes, magnetic pole areas. These areas have a slow police response and might harm the ship. Examples: star eruptions spike temps if flown through, jet cones (as seen now). These areas mask or totally hide your ships signature if flown through.
If SC was populated with these, it would mean:
SC manoeuvrability would count for something (so heavy traders would need to keep to shipping lanes while nimble ships would be good for smuggling).
For busy systems it would break up the straight line A to B flight for most people. If you have a time limit on a delivery, do you risk the dodgier routes that might get you killed, or do you stick to the beaten path?
Smuggling would actually involve skill. Currently you evade security when you take off and when you land (sometimes). Here, you have to use the natural topography of a system to remain hidden: i.e. you could use lawless and hazardous zones and avoid shipping and no fly zones. You have to navigate around policed areas and maybe find holes in the security coverage.
Natural bottlenecks for pirates: pirates could use smuggling routes to pilfer goods from dodgy traders and have safe areas in policed systems to hide in. Pirates could raid shipping lanes, and retreat to hazardous or lawless zones.
Currently we have each system divided into rough geographic 'zones' (shipping lane, deep space etc). Develop this further!
Shipping lane zones that are well patrolled between the nav point and stations. Response time is almost instantaneous and brutal, and authority ships will pull you over for inspections (refusal to 'pull over' leads to a fine).
No fly zones are areas that are off limits to all traffic and are represented in the HUD like spherical planet bounds. Entering them triggers a wing of navy ships that will attempt to interdict you, and you will receive a warning like trespassing on surfaces. If you are being pursued by security you can hide in a lawless or hazardous zone to throw them off (see below).
War zones are similar to no-fly zones, except that within them it is anarchy with no security. CZs spawn within these areas, and that killing is not punished. Any kills in SC here legally count toward mission goals.
Deep space areas are defined as a sphere based on the outermost planets orbit. Deep space is policed but security response times are based on distance as well as sec level.
Lawless zones appear around areas that are hard to police (such as asteroid belts) stations in anarchy, or asteroid belts / dust clouds. Flying into them blocks you from radar (ideal for smugglers or traders, although a calculated risk).
Hazardous zones appear around areas that have natural hazards- unstable star classes, magnetic pole areas. These areas have a slow police response and might harm the ship. Examples: star eruptions spike temps if flown through, jet cones (as seen now). These areas mask or totally hide your ships signature if flown through.
If SC was populated with these, it would mean:
SC manoeuvrability would count for something (so heavy traders would need to keep to shipping lanes while nimble ships would be good for smuggling).
For busy systems it would break up the straight line A to B flight for most people. If you have a time limit on a delivery, do you risk the dodgier routes that might get you killed, or do you stick to the beaten path?
Smuggling would actually involve skill. Currently you evade security when you take off and when you land (sometimes). Here, you have to use the natural topography of a system to remain hidden: i.e. you could use lawless and hazardous zones and avoid shipping and no fly zones. You have to navigate around policed areas and maybe find holes in the security coverage.
Natural bottlenecks for pirates: pirates could use smuggling routes to pilfer goods from dodgy traders and have safe areas in policed systems to hide in. Pirates could raid shipping lanes, and retreat to hazardous or lawless zones.